The Magic system is different from the standard Savage Worlds point based system, but on the high energy Rifts world, I would rule their magic the same as normal magic.

What does Mutant Chronicles bring to your Savage Rifts game?

First and foremost, lots of edges and hindrances. The willpower trait as well, which can be used with horror based Rifts games similar to Achtung! Cthulhu.

Here's a really fun ability for your Savage Rifts games. This ability could be used for all sorts of Wild Cards in SR, from Emperor Karl Prosek to Lord Dunscan, even a Dog Pack Psi Stalker could command fanaticism in the dogboys.

FANATICSSome members of the Dark Symmetry command unflinching loyaltyfrom their minions. As a result, Wild Cards with the “Fanatics”special ability who are hit in combat have the damage redirected toan allied extra within 6” of them.

This is one of new skills in Mutant Chronicles, and amongst my favorite:

GUNNERY (AGILITY)This skill is used to operate and fire vehicular weapons. Weaponsthat specifically use this skill are covered in the gear section and arefound in tanks, spaceships, and other large vehicles. The normalrules for Shooting apply to these weapons; however, they are largeand unwieldy enough to make operation entirely different from anormal pistol or rifle. For instance, firing a heavy weapon from amoving vehicle counts as the “Unstable Platform” penalty. Rangepenalties apply as normal for Short/Medium/Long range. Using theAim action provides a +2 to the next shot for a weapon operatedwith the Gunnery skill.

Lifepath Edges
These are similar to Iconic Frameworks, but much less powerful, to use Mutant Chronicles characters, consider them MARS, start them off at Seasoned. Then give them standard MARS rolls and 3-5 other rolls off of training, weapons, armor, etc. Like Doom troopers I would only give 3 rolls, but some of the other paths, would get 5.

Here's the Lifepath for a Doom Trooper.

Requirements: Brawny, Agility d6+, Fighting d6+, Shooting d6+Hindrances Gained: Loyal, Vow (Major – Serve the Doomtroopers),Vow (Minor – Support the Cartel)Equipment Gained: Any two weapons using Shooting or Fighting,Any medium suit of armourBenefits: As someone on the front lines of the war against the DarkSymmetry, this character has seen his share of war already. He gainsa +1 Willpower, Fighting +1, Mysticism +1, and Shooting +1.

Hindrances
It appears that two of the 4 hindrances in Achtung! Cthulhu made their way to Mutant Chronicles,
Bullet Magnet & Slow
The other two are Weak Willed and Zero-G sensitive.

Tuesday, February 7, 2017

So awhile back I picked up the Achtung! Cthulhu PDFs (I think via a Bundle of Holding, or possibly just a sale on DTRPG). Been looking at the edges and hindrances, and there are some that would make great Savage Rifts additions.

I'll give them the a minor review, without the entirety of the text.

New Hindrances
Bullet Magnet (Major) - yup, catches more Innocent Bystander shots as well as Suppressing Fire.
Fanatic (Major) - Yeah, if it makes sense with your character's believes, you have to do it.
Shell Shocked (Minor, Major) - works with Sanity Rules (more on that later)
Slow (Major) Yeah, the opposite of Quick , initiative on worst of two cards.

New EdgesIcy Calm - Ignore modifiers for Fear and Terror tests

Grizzled (Start seasoned) but must buy off the points, so first 20 XP goes to paying it off, must meet minimum stats.

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Welcome to Epic! The RPG Blog

This blog is about the journey of the family with gaming, seeing the journey through the eyes of my 17 year old twins. (We started this endeavor when they were 11) Ian and Morgan. The blog is also about our relation as a gaming family.

If I'm missing a game or local store that you'd like to see, send me an email at EpicRPGBlog@gmail.comwith ATTN: Epic Prime in the subject line. Also, if there's a product you'd like me to review, contact me.

Recently I have shifted to cover more games I enjoy and they have gone with their own endeavors.

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